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Addition to my last post

* New calculation for artworks with different speeds

This will take effect only in the final tournament server. Because for 1x speed and 3x speed there is no difference in the result of the calculation. And we wont change the calculation on the already running qualification servers.

* New prevention of crop dead lock

In past players could maneuver their villages into a dead end crop supply situation. Reasons for that usually were:
- hero resource production ended because the hero died or was reskilled
- +25% crop bonus ended
- destruction of crop fields, grain mill and/or bakery

In order to keep the following sentences short, let's call "the crop production available to build or upgrade a building or resource field" .. well, let's call it "free crop".

* Free crop equals the production of crop fields including bonuses of grain mill and bakery reduced by the number of inhabitants of the village. So neither the heros production nor the gold feature influence the free crop.

* Oasis crop bonus does not raise free crop. It only raises the net crop income.

* To build or upgrade a building or resource field is only possible if the this would not drop the Free crop below 1 crop per hour.

* To destoy grain mill or bakery via main building is only possible if the this would not drop the Free crop below 1 crop per hour. A running destruction order of this buildings already decreases the Free crop.

* Upgrading a crop field always increases the Free crop, that is way it may always be build.

* The hero has a basic crop production of 6 crop per hour no matter how the skill points are set. This basic production follows the same rules as the usual hero resource production. So its added to the production of the village that the hero belongs to. But it does not increase the Free crop.
This way the hero cannot starve anymore at home, since he supplies himself and since he is the last unit that starves.

* A dead hero still produces 6 crop per hour.

* When a hero is revived then his resource production starts at same time as his crop consumption.

* Natars AI

* Small Natars villages:

If an account gets deleted there is a 10% chance that its capital becomes a small Natars village.

When this happens all old troops and all resources in this village are getting deleted and all buildings and resource fields drop one level.

The new small Natars village gets from start a random amount of Pikemen based on the crop fields in this village.

When a player attacks a small Natars village, then on side of the defender (the Natars) the population of the village is used to calculate the battle. On side of the attacker (the player) still the population of the account is used.

This also means that when a player conquers a Natars village there will probably be reduction of the levels of buildings and resource fields as well.

* Training or building?

Each hour the Natars decide for each village if they are going to build buildings or to train troops during next hour.

This decision is based on the amount of attacks and raids on the Natars in relation to the attacks and raids on the whole server.

* Natars training:

Natars want to have a specific base crop production before they start training troops.

Natars don’t want their troops to starve (not that they could starve .. it's probably about conscience).

Natars don’t need to research troops, but they have to have the right building to train them.

Training troops costs resources for Natars too... how much, that remains as a mystery. If there are not enough resources for planed training, then resources are taken as available and necessary and the building will be built / training will be done anyway.

The level of the troop training building influences the speed of the training, also for Natars. However the training times of troops remain a mystery.

* Natars building:

If they decided for building then there is a 50% chance that they will build/upgrade a resource field. Else, surprisingly, they will build/upgrade a building.

If the capacity of the warehouses or granaries is not high enough for the planed building/resource field, then the capacity will be increased by building/upgrading warehouse or granary first.

Building and upgrading buildings or resource fields costs resources for Natars too. If there are not enough resources for the planed building, then resources are taken as available and necessary and the building will be built anyway.

Natars will upgrade their resource fields up to a maximum level of 9.

Natars must fulfill requirements of buildings.

If they decide to build a new building, they think about one whose requirements are already fulfilled. If they can’t find one, then they will try to fulfill requirements first.

To finish building or upgrading a building or resource field Natars need a random time but maximum 1 hour.

* Natars walling:

Independent of the decision to train or to build, Natars will upgrade their wall according to the rate of the attacks on the village.

If the wall is already level 20 then the residence will be upgraded instead.

additional update will be done today to tune the croplock system. This update is installed to all server with a WW at level above 0.

* WW building consumption excluded from the building consumption calculated for croplock system, in the same way cropfields are excluded (you can always upgrade cropfields even if your buildings/fields consume more than your true crop income is).

So it will be possible to upgrade WW even if the total building+field consumption in the WW village is more than true crop production from WW village cropfields + WW village grain mill + WW village bakery. WW building has heavy consumption as its levels stack consumption, so it should now be more balanced.

The following changes / fixes will be implemented in the next time on T4 servers:

Bugfixes:
- Auction: finished auctions are not shown. Fixed.
- Auction: finished auctions cannot be deleted. Fixed.
- Hero: while reviving the wrong home village to be is shown. Fixed.
- Hero: link to station hero to other village is shown even if the target village has no rally point. Fixed.
- Troops: the text "outgoing troops" is shown although there are none. Fixed.
- Reports: in battles where the loyalty was decreased to 2%, the report didn't show spoiled resources. Fixed.
- Smithy: "gid12u13.name" shown if smithy level too low for further research. Fixed.

The following changes / fixes will be implemented in the next time on T4 servers:

Bugfixes:
- Hero: can't be revived if no village has a rally point or the new home village has no heroes mansion. Fixed.
- IGM: mark for IGMs from MH or Support is missing. Fixed.
- Trade routes: start even if there are not enough merchants. Fixed.
- Trade routes: start even if there are no resources. Fixed.
- Trade routes: trade route tab is still there with empty page. Fixed.
- Sending resources: link to account profile of destination refers always to own account. Fixed.
- Sending resources: banned account get a German internal error message "transaction konnte nicht gestartet werden". Fixed. The usual ban message is shown now.
- Rally point: while sending settlers to found a new village "%%a2b.zu_wenig_rohstoffe]" is shown instead of "you don't have enough resources". Fixed.
- Server time: if a 12h time format is chosen, then the server time shows always "0:00?". Fixed.
- Ally forum: banned player can post in public threads. Fixed. The usual ban message is shown now.
- Ally forum: post text is cut at 5000 characters. Fixed. Limit is 20000 characters.
- Ally profile: profile can't be changed if profile tab is not the favorite tab. Fixed.
- Building: requirements for building a bakery show grain mill level 5 in red even when grain mill level 5 exists. Fixed.
- Building: "available soon" list doesn't show big granary or big warehouse in ww village even if they are available soon. Fixed.
- Heroes mansion: table of own conquered oases has a thicker bottom line than the rest of the table. Fixed.

New stuff:
- changes in crop dead lock prevention:

oases count to free crop

crop fields may always be build/upgraded because they always increase free crop

grain mill and bakery may be build/upgraded if they would increase free crop

bakery and grain mill may be demolished (in main building) only if there is still free crop after demolishing

main building level 1 may always be build

if 6 crop fields are level 5 and the amount of free crop is less than 0, then main building, warehouse and granary may be build/upgraded to level 10

The following changes / fixes will be implemented in the next time on T4 servers:

Bugfixes:
- Rally point: if you e.g. are on page 2 of "outgoing movements" and click on "troops in this village" then you land on the "send troops" page. Fixed.
- Market, offering resources: resources are not updated instantly after putting some on market. Fixed.
- Market, sending resources: change of target village after preparation of the transfer is ignored. Fixed.
- Account: it's possible to use a password that equals the account name. Fixed.
- Auction: page "bids": if you are highest bidder the tooltip (=mouseover text) shows 0 as price per item. Fixed.

New stuff:
- Plus account: incomming attacks are now shown in village list even if plus account is activated after the attack was sent.